Aldrathir is a rugged continent of stark contrasts. On the stormy west lies Orrun’kai, where beastfolk and humanoids coexist under a council’s uneasy peace. To the south, Thal’sari thrives with art, sea trade, and royal legacy. Cavareth, the walled empire at the center, rules with corrupt pride behind imposing walls. In the frozen north, Uldaraak’s tribes survive wild and free, shrouded in mystery and ancient rivalries. Aldrathir is a land where power, survival, and legend collide.
Played | 2 times |
Cloned | 0 times |
Created | 4 days ago |
Last Updated | 3 days ago |
Visibility | Public |

Size | Medium |
Type | Fiend |
CR | 4 |
XP | 1100 |
Languages | Abyssal, Common, Infernal, telepathy 60 ft. |
Armor Class | 15 |
HP Range | 24 - 108 (Avg: 66) |
Damage Vulnerabilities | None |
Damage Resistances | , , , , |
Damage Immunities | None |
Condition Immunities | None |
Charm
One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours. The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.
Claw (Fiend Form Only)
Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
Draining Kiss
The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Etherealness
The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.